/Engine/Plugins/Enterprise/VariantManager/Source/VariantManager/Public/VariantManagerBlueprintLibrary.h
Looks for a variant with VariantName within VariantSet and removes it, if it exists.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="VariantManager") static void RemoveVariantByName ( [UVariantSet](API\Plugins\VariantManagerContent\UVariantSet) * VariantSet, const [FString](API\Runtime\Core\Containers\FString) & VariantName )